/Engine/Source/Runtime/Engine/Public/AnimationRuntime.h
Create Mask Weight for skeleton joints, not per mesh or per required bones Individual alphas are read from a BlendProfile using a BlendMask mode
static void CreateMaskWeights ( [TArray](API\Runtime\Core\Containers\TArray)< [FPerBoneBlendWeight](API\Runtime\Engine\Animation\FPerBoneBlendWeight) > & BoneBlendWeights, const [TArray](API\Runtime\Core\Containers\TArray)< class [UBlendProfile](API\Runtime\Engine\Animation\UBlendProfile) * > & BlendMasks, const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton )